21,417 Commits over 1,552 Days - 0.57cph!
Added import fbx rotation
Rotate a couple of models to test
Minimal soundstacks
Add custom "general" soundstack
Adding modeldoc to sbox_game
Avoid crashing when reading fbx skin weights
citizen clothes
Added soundsystem to sbox_game
Clothes compile
Fix resource compile crash when sound event doesn't exist
Disabled Content codegen - needs some more thought
Cable compiles
Don't load hlvr soundstack
Create preview_flat.vpk
Change default sound event type to core_simple_3d (until we have our own)
re-export broom with updated exporter
Citizen prop exports
Compiled models
Updated unity export scripts
Merge branch 'master' of sbox
Wake up the physics aggregate to make sure every body gets woken up
Different menu transparency if in game
Menu knows if it's in game or not, shows disconnect button
Cleaned up all the Valve logos
Handle rcon socket bind failure more graciously
Refactored assembly loading to hotload in groups - which solves the problem of changing base types
Merge branch 'master' of sbox
Reduce compilation timing spam
Bind FollowEntity and try putting pants on the player
Cable compile
Don't add _bakeresourcecache, tools_*.bin to AssetList
Remove unused binds, remove unused model class
Derive player from AnimatingEntity
Add -PC to shader compiles
Fixed invalid panels in PanelsToDeleteAfterTransitions
Ignore sendtables.bin
Merge branch 'master' of sbox
Add animating entity, only supports setting of a single sequence currently
Bind everything needed to enable physics instead of overriding basemodelentity
Mount addons when joining server (temporary)
Reduce file send buffer size
Reset player velocity on respawn
Record LastAttacker/LastAttackerWeapon (we can do better than this, but it'll do for now)
Don't cache player name, review this later
Highlight local player in killfeed
Merge branch 'master' of sbox
Rename to ApplyImpulseAtLocation that takes a location and impulse, makes more sense than a global impulse vector
Override CBaseModelEntity to enable physics
Fixed infinite loop in MainThreadContext
Addons use content folder instead of data
Move our addons data/ contents to content/
Bigger buffer size for CRC'ing
Switching our SynchronizationContext to use a Channel instead of a List
CreateDirectory: ignore empty strings
GetCRC return 0 on file missing instead of exception
FileRecv handle files in the root propertly
Don't download files from the server if we already have them
RPC to single player works
Make Todd less likely to be the first bot
Don't clear network socket interfaces on server shutdown, unless we're a dedicated server
Flag up if we can'r resolve a reference in access control
Add single player target for Client RPC calls
Clean up custom network var writing
Automatically enrol classes deriving from LibraryClass
Use steamclient sockets by default, only use gameservernetworkingsockets if dedicated server
Hardcode extra engine shader paths
Fix "worldspawn" exception
Random bot names
Error notice fixes
Adde Panel.WaitThen, Panel.WaitForTransitionThen
Added killfeed to flying head addon
Rebuilding ghost - try to make it not be red
die particles
Fixed exception with particle screenshake
Add sbox to gameinfo SearchPaths so we can target it on dynamic shader compilation
Make Vfx files be read from each searchpath rather than just Core and extend it to be supported by addons soon
Add test concommand to force enable dynamic shader compilation
Added ModelEntity.CollisionsEnabled
tracer particle tweaks
EntityEffects binds
Added Entity.DrawingEnabled
particle updates
Bind CCollisionProperty
Grab collisionproperty on ModelEntity
Ghost Model: define bounds hull
Player - update physics hull after model set
player: don't UTIL_SetSize
Shoot lasers from alternative eyes
Added Player.IsLocalPlayer
Particle system attachment basics
Citizen export test
Rust export test
Unity prefab/material to Source2 export script
Move PropertyClass
Move PropertyClass to game
Added LibraryClass, NetworkClass
Correctly tick WriteNetworkEntities
Entity derives from NetworkClass
Network PlayerController (mockup)
Fix NetRead/NetWrite now public
PlayerControl is set serverside and networked down to client
Library class lookup dictionary
Debug remove
Don't shoot when dead
Bind Get/SetLifeState
Strip unused damage stuff from native
Added Entity.OnKilled
Fixed Player.Local not getting null when player destroyed
Remove gamestats
Gamemode picks our respawn point
Can't make GLST's for sandbox right now so use the DS Ip instead of steamid
Allow access to System.Nullable
Add Panel.BindToMethod
Add Entity.Health
Create MethodBind.cs
Health UI
Fixed UTIL_GetLocalPlayer in shatterglass server
Apply prediction rules to EmitSound
Enable Steam Sockets
Added option to join Garry's SteamId
Added DamageInfo